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3. Boobeam Trap is one of the worst bosses ever devised. It's only damaged by Crash Bombs and there are walls that you can only destroy with Crash Bombs. On paper it's not a bad idea but in practice the NES isn't good enough for this and you're pretty much dead if you don't have Crash Bombs at all. The only thing that saves this boss from making Megaman 2 broken is that the crash bombable walls stay gone so eventually you CAN win. Not that it excuses anything because that was probably an accident.

3. Boobeam Trap is one of the worst bosses ever devised. It's only damaged by Crash Bombs and there are walls that you can only destroy with Crash Bombs. On paper it's not a bad idea but in practice the NES isn't good enough for this and you're pretty much dead if you don't have Crash Bombs at all. The only thing that saves this boss from making Megaman 2 broken is that the crash bombable walls stay gone so eventually you CAN win. Not that it excuses anything because that was probably an accident.

6. things like quick man's lasers or heat man's yoku blocks are basically pattern memorization + optimizing a run for fairly lengthy stretches where the punishment for messing up is death, and it's a big part of the reason the game can be frustrating at times

7. This is a problem with Mega Man classic games in general, but verticality in level design is difficult to deal with in MM physics. This problem wasn't really "fixed" until MMX, but the level designers still wanted to use vertical designs more often than maybe they should have.

8. The IDEA of the final boss only being damaged by Bubble Lead is a good idea, but unfortunately, the stage has no way to replenish weapon energy, meaning that if you run out you'll have to get a game over to get your energy back and try again.

13. The Dragon of Wily 1 is kind of a crapshoot since most of the time if you get hit by a fireball you get knocked into the pit. Good luck if you don't use its weakness because you'll need to be lined up perfectly to hit the thing. It's not the worst boss in the game, but it can be nerve wracking if you're not that sure of yourself. It was an inventive idea to fight a boss on small platforms but obviously there's a reason no one but masochists have gone back to it.

^true, but if you manage to figure out to just stand on the top platform the whole time it invalidates a lot of the challenge

14. curiously omits the ability to revisit stages you've already beaten even though mega man 1 lets you do this. this is unfortunate because being able to revisit stages with a full arsenal of weapons and items would add a lot of replay value.